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init +24/29 (5 dex, +4 feat, +1 luck, +2 bracers, +7 dagger, +4 pearl, +1 moral) never
skitter, roll 2 times insight of good fortune ph2. surge of fort,
hp 182 +30 temp from hear of earth ( 20 paragon 12 mage, 6 master , 30 invoker 114 con)
ac 15
bab 10/5
exp 175,000
movement 40 fly 40 perfect
saves base stats magic luck comp total +4 if its fire +4 if evocation
f 5 6 6 +1 +1 19
r 5 5 6 +1 +1 18
w 17 1 6 +1 +1 26
wiz 4 bab2 f 1 r 1 w 4
no scribe scroll unearthly arcane imp init
no familiar evoker variant (unearthly arcane +1 caster level to fire based evocation spells.)
specialized no necro or enchantment
Invoker 10 bab 5 f 3 r3 w 7
Specialist Defense +5 to save vs invo spells.
Spell Power +5
Mighty Spell empowered fire ball
Pick one opoaition school divination
6 empowered fireball
8 was dbf
10 max dbf fireball
Feats
Unearth arcane traits
traits spellgifted +1 caster level evocation spells, - 1 level all other spells.
Wiz) imp init
Birth) Bloodline of fire (+4 to my save +2 to caster level for fire spells
Human) Fiery Spell +1 level (+1 damage on fire spells)
Human paragon) Spell focus evocation
1) quicken spell
3) arcane theseus fire ball (+2 caster level)
6) spell penetration
9) Searing Spell +1 level
12) Twined
15) arcane theseus delayed blast fire ball (+2 caster level)
18) Empowered
Master specialist) skill focus spell craft
Mage) quicken spell
21) improved spell capacity 10th
mage) improved spell capacity 11th
24) multi spell
27) improved metamagic
Icon of Nike (relic) naked women with spear all powers are used at my level
Minor powers-
detect magic At will
detct good / evil at will
deect invis at will
Major powers
Heal 1 x day
Greater teleport 1 x day
Commune 1 x week
Special power
1 x a month I can use the I win button and win or escape from something
Personality- I will over time want to stop the nessians, I will also become more confident and
arogent in my ability.
Bloodline of Fire
Type: Regional
Sources: Forgotten Realms Campaign Setting
Player's Guide to Faerûn
You are descended from the efreet who ruled Calimshan long ago. The blood of these
fire spirits runs thick in your veins.
Fiery Spell
Type: Metamagic
Source: Sandstorm
Region: Wastes
Benefit: A fiery spell deals an extra 1 point of fire damage for each die of damage the
spell deals. This feat can be applied only to spells with the fire descriptor. For example,
if a 9th-level wizard with this feat casts a fiery fireball, the fireball deals 9d6+9 points of
damage. A fiery spell uses up a spell slot one level higher than the spell's actual level.
Searing Spell
Type: Metamagic
Source: Sandstorm
Your fire spells are so hot that they can damage creatures that normally have resistance
or immunity to fire.
Region: Wastes
Benefit: A searing spell is so hot that it ignores the resistance to fire of creatures
affected by the spell, and affected creatures with immunity to fire still take half damage.
This feat can be applied only to spells with the fire descriptor.
Creatures with the cold subtype take double damage from a searing spell. Creatures
affected by a searing spell are still entitled to whatever saving throw the spell normally
allows. A searing spell uses up a spell slot one level higher than the spell's actual level.
Arcane theseus
Prerequisite: Knowledge (arcana) 9 ranks, ability to cast arcane spells.
Benefit: Choose one arcane spell that you can cast to be your thesis spell. When casting that
spell, you do so at +2 caster level. When you apply a metamagic feat other than Heighten Spell
to that spell, the enhanced spell uses up a spell slot one level lower than normal. For example, an
empowered thesis spell uses up a spell slot one level higher than the spell's actual slot (rather
than the normal two levels higher).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the
feat, it applies to a new spell.
Sculpt Spell
Type: Metamagic
Sources: Complete Arcane
Tome and Blood
Blistering Spell
Type: Metamagic
Source: Player's Handbook II
Your fire spells sear the flesh from your enemies' bones, leaving them wracked with
pain.
Benefit: This metamagic feat can be applied only to a spell that has the fire descriptor.
A blistering spell deals an extra 2 points of fire damage per level of the spell. In addition
to the spell's normal effect, any creature that fails its save against a blistering spell takes
a -2 penalty on attack rolls and checks until the beginning of your next turn. A blistering
spell uses up a spell slot one level higher than the spell's actual level.
Invoker:
A focused and straightforward specialist that considers the lightning bolt to be a suitable
response in an argument.
Requirements:
Feats:
Skills:
Other:
Able to cast 3rd level arcane spells as a Wizard.
Must choose one additional school of opposition.
HD per level: d4
Skill points: 2 plus INT modifier
Spells: +1 level
Combat: As Wizard
Saves: As Wizard
Armor & Weapons: none
Class Skills: Concentration, Craft, Knowledge, Profession, Speak Language, Spellcraft
Abilities:
1st: Spell Power +1. (+1 bonus to DC’s and Penetration power)
2nd: Specialist Defense +1. (+1 bonus to saves vs. evocation spells)
3rd: Spell Power +2
4th: Specialist Defense +2.
5th: Spell Power +3
6th: Specialist Defense +3. Mighty Spell: At sixth level and every even numbered level
thereafter an Invoker can designate one evocation spell he knows that becomes
permanently modified as though affected by the Empower spell feat. The spell’s level
does not change and once the spell is chosen it may not be changed.
At 10th level, when he chooses his third mighty spell, the Invoker can designate one
previously chosen mighty spell that becomes permanently affected by the Maximize spell
feat. This replaces the Empower Spell effect, rather than stacking with it. Thus, a 10th
level Invoker knows two spells that are permanently empowered and one spell that is
permanently maximized.
7th: Spell Power +4
8th: Specialist Defense +4. Mighty Spell
9th: Spell Power +5
10th: Specialist Defense +5. Mighty Spell
epic
11st: Spell Power +6. (+1 bonus to DC’s and Penetration power)
12nd: Specialist Defense +6. (+1 bonus to saves vs. evocation spells) Mighty Spell
13rd: Spell Power +7
14th: Specialist Defense +7. Mighty Spell
15th: Spell Power +8
16th: Specialist Defense +8. Mighty Spell:
17th: Spell Power +9
18th: Specialist Defense +9. Mighty Spell
19th: Spell Power +10
20th: Specialist Defense +10. Mighty Spell
Fire ball
Fiery, searing, twinned, empowered 6th level = 135
Fire ball
Fiery, searing, twinned, empowered, max 8th level = 210
Fire ball
Fiery, searing, twinned, empowered, max, quicken 11th level = 210
DBF
Fiery, searing, max, 7th = 140
DBF
Fiery, searing, max, empowered , 8th = 210
DBF
Fiery, searing, max, twinned = 280
DBF
Fiery, searing, empowered, max twined 11th = 420
18) empowered
21) 10th level spells
24) 10th level spells
25) 11th level spells
27) improved metamagic
spell focus epic
residue magic
Vocalize 2nd
(Alteration)
Range: Touch
Components: S,M
Duration: 5 rounds
Casting Time: 2
Area of Effect: One spell-casting creature
Saving Throw: None
The recipient of this spell can cast spells
with a verbal component without having
to make any noise, so long as the casting
takes place entirely within the duration of
the vocalize spell. Only the verbal requirement
of spells is deleted. This spell
has no effect on other noises or speech.it
simply removes a spell.s verbal component.
This spell is of great use when quiet is
desired in spell-casting or the individual
has been magically silenced. The vocalize
spell does not negate the magical silence,
it merely permits spell-casting without
verbal components.
The material component of this spell is
a bell with no clapper.